目前,我正在尝试使多个贝塞尔曲线具有等距点。我目前正在使用三次插值来查找这些点,但是由于贝塞尔曲线的工作方式,某些区域比其他区域更密集,并且由于距离可变,因此证明纹理映射很粗糙。 有没有办法通过距离而不是百分比来查找贝塞尔曲线上的点?此外,是否可以将其扩展到多条连接曲线?
ImPerfection
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3 回答
9
这称为“弧长”参数化。几年前我写了一篇关于这个的论文:
http://www.saccade.com/writing/graphics/RE-PARAM.PDF
这个想法是预先计算“参数化”曲线,并通过它评估曲线。
于 2009-05-12T22:23:58.293 回答
3
P_0 和 P_3 之间的距离(立方形式),是的,但我想你知道,是直截了当的。
曲线上的距离就是弧长:
图 1 http://www.codecogs.com/eq.latex?%5Cint_%7Bt_0%7D%5E%7Bt_1%7D%20%7B%20|P'(t)|%20dt
在哪里:
可能你会有 t_0 = 0、t_1 = 1.0 和 dz(t) = 0(二维平面)。
于 2008-08-14T00:47:05.103 回答
2
我知道这是一个老问题,但我最近遇到了这个问题并创建了一个UIBezierPath
扩展来解决X
给定坐标的Y
坐标,反之亦然。速写。
https://github.com/rkotzy/RKBezierMath
extension UIBezierPath {
func solveBezerAtY(start: CGPoint, point1: CGPoint, point2: CGPoint, end: CGPoint, y: CGFloat) -> [CGPoint] {
// bezier control points
let C0 = start.y - y
let C1 = point1.y - y
let C2 = point2.y - y
let C3 = end.y - y
// The cubic polynomial coefficients such that Bez(t) = A*t^3 + B*t^2 + C*t + D
let A = C3 - 3.0*C2 + 3.0*C1 - C0
let B = 3.0*C2 - 6.0*C1 + 3.0*C0
let C = 3.0*C1 - 3.0*C0
let D = C0
let roots = solveCubic(A, b: B, c: C, d: D)
var result = [CGPoint]()
for root in roots {
if (root >= 0 && root <= 1) {
result.append(bezierOutputAtT(start, point1: point1, point2: point2, end: end, t: root))
}
}
return result
}
func solveBezerAtX(start: CGPoint, point1: CGPoint, point2: CGPoint, end: CGPoint, x: CGFloat) -> [CGPoint] {
// bezier control points
let C0 = start.x - x
let C1 = point1.x - x
let C2 = point2.x - x
let C3 = end.x - x
// The cubic polynomial coefficients such that Bez(t) = A*t^3 + B*t^2 + C*t + D
let A = C3 - 3.0*C2 + 3.0*C1 - C0
let B = 3.0*C2 - 6.0*C1 + 3.0*C0
let C = 3.0*C1 - 3.0*C0
let D = C0
let roots = solveCubic(A, b: B, c: C, d: D)
var result = [CGPoint]()
for root in roots {
if (root >= 0 && root <= 1) {
result.append(bezierOutputAtT(start, point1: point1, point2: point2, end: end, t: root))
}
}
return result
}
func solveCubic(a: CGFloat?, var b: CGFloat, var c: CGFloat, var d: CGFloat) -> [CGFloat] {
if (a == nil) {
return solveQuadratic(b, b: c, c: d)
}
b /= a!
c /= a!
d /= a!
let p = (3 * c - b * b) / 3
let q = (2 * b * b * b - 9 * b * c + 27 * d) / 27
if (p == 0) {
return [pow(-q, 1 / 3)]
} else if (q == 0) {
return [sqrt(-p), -sqrt(-p)]
} else {
let discriminant = pow(q / 2, 2) + pow(p / 3, 3)
if (discriminant == 0) {
return [pow(q / 2, 1 / 3) - b / 3]
} else if (discriminant > 0) {
let x = crt(-(q / 2) + sqrt(discriminant))
let z = crt((q / 2) + sqrt(discriminant))
return [x - z - b / 3]
} else {
let r = sqrt(pow(-(p/3), 3))
let phi = acos(-(q / (2 * sqrt(pow(-(p / 3), 3)))))
let s = 2 * pow(r, 1/3)
return [
s * cos(phi / 3) - b / 3,
s * cos((phi + CGFloat(2) * CGFloat(M_PI)) / 3) - b / 3,
s * cos((phi + CGFloat(4) * CGFloat(M_PI)) / 3) - b / 3
]
}
}
}
func solveQuadratic(a: CGFloat, b: CGFloat, c: CGFloat) -> [CGFloat] {
let discriminant = b * b - 4 * a * c;
if (discriminant < 0) {
return []
} else {
return [
(-b + sqrt(discriminant)) / (2 * a),
(-b - sqrt(discriminant)) / (2 * a)
]
}
}
private func crt(v: CGFloat) -> CGFloat {
if (v<0) {
return -pow(-v, 1/3)
}
return pow(v, 1/3)
}
private func bezierOutputAtT(start: CGPoint, point1: CGPoint, point2: CGPoint, end: CGPoint, t: CGFloat) -> CGPoint {
// bezier control points
let C0 = start
let C1 = point1
let C2 = point2
let C3 = end
// The cubic polynomial coefficients such that Bez(t) = A*t^3 + B*t^2 + C*t + D
let A = CGPointMake(C3.x - 3.0*C2.x + 3.0*C1.x - C0.x, C3.y - 3.0*C2.y + 3.0*C1.y - C0.y)
let B = CGPointMake(3.0*C2.x - 6.0*C1.x + 3.0*C0.x, 3.0*C2.y - 6.0*C1.y + 3.0*C0.y)
let C = CGPointMake(3.0*C1.x - 3.0*C0.x, 3.0*C1.y - 3.0*C0.y)
let D = C0
return CGPointMake(((A.x*t+B.x)*t+C.x)*t+D.x, ((A.y*t+B.y)*t+C.y)*t+D.y)
}
// TODO: - future implementation
private func tangentAngleAtT(start: CGPoint, point1: CGPoint, point2: CGPoint, end: CGPoint, t: CGFloat) -> CGFloat {
// bezier control points
let C0 = start
let C1 = point1
let C2 = point2
let C3 = end
// The cubic polynomial coefficients such that Bez(t) = A*t^3 + B*t^2 + C*t + D
let A = CGPointMake(C3.x - 3.0*C2.x + 3.0*C1.x - C0.x, C3.y - 3.0*C2.y + 3.0*C1.y - C0.y)
let B = CGPointMake(3.0*C2.x - 6.0*C1.x + 3.0*C0.x, 3.0*C2.y - 6.0*C1.y + 3.0*C0.y)
let C = CGPointMake(3.0*C1.x - 3.0*C0.x, 3.0*C1.y - 3.0*C0.y)
return atan2(3.0*A.y*t*t + 2.0*B.y*t + C.y, 3.0*A.x*t*t + 2.0*B.x*t + C.x)
}
}
于 2016-01-15T04:40:56.887 回答